Category: Broken Platypus News


Introducing Attack of the Nebuloids!

So, a little while ago, I was taking a break from Dungeon Delver work for a weekend and decided to throw together the beginnings of an action arcade style game for the iPad. After a day the game was feeling pretty solid, like it might just have a future, so I decided to go for it and keep on developing. Since then I’ve been alternating my free time between Dungeon Delver and the now officially announced “Attack of the Nebuloids!” (I know, I’ve talked about it a bit on Twitter, but this is the first mention on the site.)

Attack of the Nebuloids is an iPad-only arcade game that combines different modes mimicking classic arcade games like Space Invaders, Breakout and various SHMUPs. The different play styles are presented in waves, sort of like a rapid fire trip down arcade memory lane, but with many superfluous particle effects.

Here are some screenshots from the current build. Unfortunately the game, which runs smooth and beautiful on the device, runs very poorly in the simulator, so there’s no decent video of it yet. It’s kind of hard to capture the feel of the game in screen shots, but imagine everything on the screen moving really fast. It looks cool, trust me :)

So, I have this game in progress, and it’s moving along really nicely. I think that people will enjoy playing it, and I can’t wait to get it into their hands. So the next question is – am I going to make any money off of it? Truth be told, this game has been a blast to work on so far and don’t tell the fine app consumers out there, but I really just want as many people as possible to play and enjoy it. However, I also like money because I can trade it for other stuff I like.

Paid App

It seems fairly popular on the iPad app store these days for games to just straight up cost money. No demo or free version. I don’t think this is a viable option for Nebuloids because 1) I want as many people as possible to play it, and 2) I think most people pass right over paid apps unless they are featured or are of obviously superior quality. Not going to work for Nebuloids.

Free Demo / Pay For Full Game

The old standby since the dawn of computer games has been the shareware model. You get a good chunk of the game for free but to continue on you have to pay, usually after getting sucked into a story line or being teased with the exciting features and levels that await you in the full version. I suppose on the iPad it can’t really be considered ‘shareware’ since you can’t give your friend a copy of the app on a floppy disk, but the concept is the same.

I like this a lot better than the first option. Players get to taste your game without risk and if they like it, ideally, they buy it.

I think demo/paid app is definitely a good way to go, but I’m not feeling it for this game. The core experience of Nebuloids wants to be free, I can feel it.

Ad Supported

With the iAds platform out now we will probably be seeing even more people than we already are using this method of monetizing their apps and games. Ads are a good compromise between wanting to give something away for free and still making some cash.

I really don’t have any problem at all with ad supported apps and games, as long as the ads aren’t too intrusive, but no matter how out of the way their entire purpose for being is to draw the player’s attention away from the game. This might be fine for a game like Words With Friends, where there is no ‘world’ to disengage from, but for a fast paced arcade game, you don’t need any distractions beyond those planned by the designer. That said, I love to play ad supported games, because I don’t have to pay for them. Still, not for Nebuloids.

Upgrades via In-App Purchase

This is another popular one. I suppose it first started in MMOs, with character upgrades, items and weapons. In these games you’re paying to differentiate yourself from other players or to give yourself a competitive edge. From there the idea spread to games like We Rule and God Finger, where you can play for free, but it takes forever to do anything.. paying makes it go faster.

The first option that popped into my head for a game like Nebuloids was ship and weapon upgrades. Maybe you could purchase ships that differ both visually and in the way they play. Or perhaps players could buy weapons that aren’t otherwise available in the game, or to pass an area they’re having trouble with. I immediately shot down all of these ideas.

I don’t think an in-app purchase should alter the balance of gameplay, especially for a single player game. If a player can pay $.99 and get a weapon that destroys everything on the screen then it’s kind of like saying “This level is really hard, you’ll never get through it.. unless you purchase the BFG 10000 (way better than the BFG 9000, btw).” It just doesn’t sound right to me. I think with a little bit of brainstorming it might be possible to come up with good bonuses and extras that people would pay for in-game and not feel like they’re missing out if they don’t and cheated if they do, but it just doesn’t sit right with me for Nebuloids.

Additional Levels through In-App Purchases

Finally, the option that I’m pretty sure I’m going with – acquiring new levels through in-app purchases.

Attack of the Nebuloids! combines several classic arcade modes of play and presents them in rapid fire succession supported by a (fairly thin) storyline. The variety of play between different level types is what I think makes the game interesting and will carry the player through to completion and (spoiler alert) saving the world!

But what if someone really has a hankering for one of the level types in particular? Ordinarily they would have to play the game until they hit on one of the levels built in their desired mode. What I’m thinking is that in addition to the main story, players may be willing to purchase individual styles of play, either as level packs or continuous play modes.

Level packs would either provide a single level style, like “25 Alien Invasion Levels” or “25 Brick Breaker Levels”, or whole new story lines that combine different modes just like the main story does.. “The Andromeda Campaign – includes 50 unique levels.” This would certainly pave the road for more content (and purchases) down the road.

The other option I am considering would be to sell continuous play modes. As an example, players could purchase the “Alien Invasion Continuous Play” which would allow them to play an indefinite game of space invaders, with wave after wave either being randomly generated or perhaps several hand-made levels looped, faster and faster each time they come around.

So, what do you think, Internet people? Level unlocks are nothing new.. do you agree that they make the most sense for a game like this? Do you think people will want the ability to play a particular mode as much as they want, or do you think they’d be more interested in smaller but well thought out level packs? Or, perhaps you disagree with my strategy completely and think I should be headed in a different direction.

Please, provide any feedback you might have in the comments, or catch me on Twitter.

IDevBlogADay

Broken Platypus Games is proud to be participating in the IDevBlogADay initiative being moderated by @mysterycoconut on twitter. The idea is to get developers to sign up for a particular day of the week and  commit to publish a blog post every week on that day, guaranteeing that fresh content is always flowing from the iOS game development community.

Here’s the list of participating blogs:

You can follow the entire list of blogs by subscribing to this rss feed, or search for the #idevblogaday hashtag on twitter to follow the fun in real-time!

In app purchases for free apps

I just got an email from Apple stating that in-app purchases for free apps will be available soon.

In App Purchase is being rapidly adopted by developers in their paid apps. Now you can use In App Purchase in your free apps to sell content, subscriptions, and digital services.

Here’s my quick take on it, off the top of my head:

  1. The developer in me is very happy to see that the ability to monetize an app just went up substantially. This essentially allows for true shareware in the store. A free app with 10 levels, pay for an additional 10.
    Pick and choose your extra content a-la-cart and monetize an app over time, starting from completely free demo all the way through to an infinite number of upgrades/content buys.
    No more ‘lite’ versions, no more needing to charge a token $0.99 for an app that should be free, but has downloadable content.
  2. The consumer in me likes the idea of cleaning up the app store, but is worried about spending a lot more money than I currently do. I know that I will be much more prone to drop an extra $0.99 if I don’t have to leave an app to get those extra few levels. When I have to go into the app store and find the non-lite version of a game I’m enjoying it gives me plenty of time (and clicks) to be sure that this isn’t just an impulse. If I just have to click a button while in the heat of the moment, needing more play time like a junkie needs meth, it’ll be a lot harder to resist. Which, I believe, is the true purpose of in-app purchases to begin with.
  3. I really hope that we’ll finally be rid of all the ridiculous “20 sword master points” and “10 honor points” ‘apps’ that infest every sub-category of games in the store.. especially the role playing section.

The biggest thing, I think, will be cleaning up the app store. Getting rid of all or at least most of the lite versions will be nice, and getting rid of those silly apps I mentioned in #3 will make me the happiest app store user in the world. And, while I’m not necessarily happy about how much more I’ll probably be spending on impulse content and full version buys, it certainly will be convenient.

All in all, I think this is a happy development that really should have been there from the beginning.

Turns out that if you subscribe to this site’s RSS feed using Google Reader and you press “show all” for my feed, you’re likely to see a bunch of unrelated posts from several now defunct sites I’ve run in the past. The reason for this, best I can gather, is because all of those sites shared this same hosting account, and therefore IP address. Google’s caching powers are beyond the reach of a mortal man such as myself to sway, so if you’re interested in board games, living a green lifestyle, or something about ninjas and zombies (I don’t really remember) then feel free to peruse the past articles to be found there. Otherwise, just ignore them :)

The grand plan – Phase 1

Tonight, probably sometime around 9:00 or 10:00 pm, I will create a new project in Xcode which will be titled “RogueTests.” This project will be the genesis for everything to come from Broken Platypus Games.

I have some pretty lofty ideas for what I want to accomplish in regards to my RPG project. Too lofty, in fact, to realistically fit them all into a first offering. So I’m going to break it into phases, each one resulting in a complete game capable of standing on it’s own little pixelated feet in the app store.

Phase 1 will result in a fairly basic rogue-like, with simple graphics and pretty standard rogue-like gameplay. It will be the seed from which my epic opus shall sprout.

If all goes well then it will eventually grow into a large scale RPG, with state ‘o the art (or at least my interpretation thereof) graphics and animation, varied areas to explore, tons of dungeons, kobold strongholds, pirate ships and whatever else you could want from a fantasy RPG. The whole thing will be powered by intelligent random generators behind the scenes, assuring no two games are alike.

I know, the randomly generated thing has been done many times already with varying degrees of success, but never really in a way that made me say “gee, this is awesome!” I have some ideas on how to generate maps and side quests that don’t suck, as well as building a randomized story arc from bits that are meant to fit together, choose your own adventure style. I’m fairly certain I can make this a fun game with a high replay value. Fun being that key word. I’m not looking to change lives, or bring profound truths to the fore. I love humor in games, so there will be puns. Dink Smallwood is one of my all time favorites, and I have a love for all games Hamumu. My goal will be by the end to have created a role playing game that is fun to play, different every time you start a new game, and that has randomly pieced story lines that are actually better than 90% of the crappy RPGs out there today.

We’ll see where it all goes, but for now I need to concentrate on Phase 1.

We have sprung to life!

Welcome to the Broken Platypus Games website!

To say we’re a game company is a bit of a stretch since, as of yet, we have nary a game to sell. We are working on it though, and for the iPhone no less!

Ok, to call ourselve’s a company is also a bit of a stretch, since right now Broken Platypus Games consists of one guy.. Matt Guest. In fact, there he is now on the other side of your screen – waving his hand furiously with a big goofy smile on! Matt has assured us that he has begun the planning stages on a completely awesome, genre bending, blow-your-mind out through your eyeballs and the back of your head at the same time kind of game.

Actually, it’s a randomly generated, pseudo real-tme RPG of sorts. So, if you’re not into that then you may be a little let down. Also, Matt is going to stop speaking in the third person now, because it’s kind of freaking him out.

So why go through the trouble of putting up a site now, at this primordeal stage? Well, for starters I’ve had the domain name for years, just lying around collecting some sort of $7/year electro-magnetic cyber-dust. Secondly, I wanted to create a place that will serve as a development journal while the game is in production. Once the game is finally complete, this site will be repurposed into a gleeming, shiny marketing extravaganza and the development blog will be shoo’d away to the dingy, but oddly comforting sub-basement, visited only by those brave enough to light a torch and peek down the stairs.

So If you’re interested in iPhone development and/or randomly generated RPGs, then stick around. Add me to your news reader, follow @brokenPGames on twitter, or just poop in from time to time. (did I just say poop? I meant pop) If you’re not into either of those things then, well, I’m surprised you’re still reading this and you should probably go away.

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